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Thread: A Suggestion: Turn the TIE Interceptor Into a Dedicated Gunfighter
lisasdarren wrote:
I was going to suggest a similar test to this one, take your TIE/In and do some tests, top speed, turn speed, how responsive it changes direction and optimum turn speed, then load the same kit into an interceptor and do the same again.
I can't do this test yet as I am only 2/2/2/1 but I am sure there is someone out there who can, if the interceptor is correctly stated as a dogfighter then it will be faster than the TIE/In on the same engine and more manouverable, the advantage of the interceptor isn't big guns, its being able to run circles around and outrun your enemies.
If you want big guns get a TIE Bomber instead
Note, if in fact the interceptor doesn't out manouver the TIE/In then there is something wrong and it needs to be looked at, until I fly it i can't pass judgement on it.
I can answer this question for you already.
My Tie-Int has a higher top speed and seems to perform much better than my Tie-In in the upper speed brackets. At lower speeds, however, the Tie-Int gets very sluggish so I'm always readjusting my speed during a dogfight if I want to go straight or turn.
The Tie-Bomber isn't about the "big guns". The Tie-Bomber is a missile/bomb ship. It was not meant for blasting other ships out of the sky with projectile weapons... this is the area of the Tie-Int. The Tie-Int is a high speed dog fighter with cannons optimized toward blasting the enemy.
JtL warps this because the Tie-Bomber's higher mass allows for you to install the best engines, reactors, weapons, etc with no regard to mass.
The Tie-Adv is a Tie-Int with another set of projectile mounts and slightly higher mass, but my initial testing seems to indicate that it's sluggish. I'm still playing around with it to see what's going on...
-- A6
Vicotnik wrote:
Are any of these weapons crafted though? And if so, are they crafted with the speed limiter upgrade and maximum experimentation on energy drain per shot? Forget about those maximum damage increasers, shield efficiency upgrades, the speed limiter is the way to go!
Message Edited by ArianSix on 11-02-2004 09:39 AM
Message Edited by Dragonbanisher on 11-02-2004 10:09 AM
Vicotnik wrote:
Yeah, you might have to make sacrifices when you get crafted weapons, but it might be worth it to downsize your weapons a notch or two. Your DPS might actually increase over time if you can fire rapidly without any pauses for capacitor recharge.
Definately worth more investigation.
My last loadout had a moderate dmg, high refire rate, low drain weapon. My current loadout was a high dmg, low refire, high drain weapon. What I found was that if I missed a lot (like when starting out) the first option was best... but now, the second option is working better for me since I can make more of my hits count.
Tonight, I'll be testing the extreme case. My new loadout has the same gun from the current one plus another moderate-high dmg weapon with low refire and medium drain. According to the math this pushed up my DPS damage up another 807 points to shield/armor.
In sum, the damage will he extremely high, the refire will be low, and the drain will be ungodly - I've never seen a capacitor discharge so fast... I'm curious to see how this is going to perform tonight! ![]()
-- A6
Very much so. In fact, I think that was one of the ideas behind this current mass system. I bet the developers wanted us to make choices in where our ships would be strongest and weakest. I didn't much like this system though, it's too much of a headache if you haven't got your own pocket shipwright...
ArianSix wrote:
Vicotnik wrote:
Yeah, you might have to make sacrifices when you get crafted weapons, but it might be worth it to downsize your weapons a notch or two. Your DPS might actually increase over time if you can fire rapidly without any pauses for capacitor recharge.
Definately worth more investigation.
Vicotnik wrote:
Very much so. In fact, I think that was one of the ideas behind this current mass system. I bet the developers wanted us to make choices in where our ships would be strongest and weakest. I didn't much like this system though, it's too much of a headache if you haven't got your own pocket shipwright...
Agreed, I was lucky enough to find a good shipwright who's willing to work and experiment with me in order to get parts to fit into that tiny ship. It's still a lot of work though, so I might create a pocket shipwright some time down the road.
Realistically it's the the mass of the ship that I have a problem with... it's the mass of decent components. I think the devs were way to aggressive with mass and have limited our options a little too sharply.
--- A6